{"created":"2025-01-19T01:28:25.889380+00:00","updated":"2025-01-19T11:34:44.355813+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00229339","sets":["6164:6165:6210:11423"]},"path":["11423"],"owner":"44499","recid":"229339","title":["2人用不完全情報ゲームにおける運要素とスキルの感じ方の研究"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-11-10"},"_buckets":{"deposit":"90765f2d-b3d9-495c-a9db-1d355a36214b"},"_deposit":{"id":"229339","pid":{"type":"depid","value":"229339","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"2人用不完全情報ゲームにおける運要素とスキルの感じ方の研究","author_link":["616554","616551","616552","616553"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"2人用不完全情報ゲームにおける運要素とスキルの感じ方の研究"},{"subitem_title":"A Study of the Perception of Luck Factors and Skills in 2-Player Games of Incomplete Information","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"2人用不完全情報不確定ゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"フロー理論","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2023-11-10","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"明治大学先端数理科学研究科先端メディアサイエンス専攻"},{"subitem_text_value":"明治大学先端数理科学研究科先端メディアサイエンス専攻"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Meiji University","subitem_text_language":"en"},{"subitem_text_value":"Meiji University","subitem_text_language":"en"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/229339/files/IPSJ-GPWS2023006.pdf","label":"IPSJ-GPWS2023006.pdf"},"date":[{"dateType":"Available","dateValue":"2023-11-10"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2023006.pdf","filesize":[{"value":"746.8 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"ca7dd17d-82ba-4851-87cd-813ae84589bf","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2023 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"髙橋, 昇太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"阿原, 一志"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Shota, Takahashi","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kazushi, Ahara","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"トレーディングカードゲームをはじめとする不完全情報不確定ゲームでは,確定していない情報に対しプレイヤーが運要素を感じる事がある.この「運要素の感じ方」について,それを測定したり,意図的に操作したりすることができるかどうかは,ゲーム理論の観点から興味深い.本研究では,不確定性のあるゼロ和 2 人用不完全情報ゲーム「2Choice」を自作し,プレイヤーの自己効力感と運要素の感じ方の測定を試みた.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In trading card games and other games with incomplete or uncertain information, players sometimes feel an element of luck in response to information that has not yet been determined. It is interesting from the perspective of game theory whether it is possible to measure or intentionally manipulate this \"feeling of luck factor\". In this study, we attempted to measure players' self-efficacy and the feeling of luck factor by creating our own \"2Choice,\" a zero-sum two-player incomplete information game with indeterministic information.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"37","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2023論文集"}],"bibliographicPageStart":"33","bibliographicIssueDates":{"bibliographicIssueDate":"2023-11-10","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2023"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":229339,"links":{}}